﻿#region Legal

// Jimmy Zimmerman
// Team Mongoose
//
// END USER LICENSE AGREEMENT
// IMPORTANT - READ THIS CAREFULLY:  This End User License Agreement is a legal agreement
// between you (either an individual, business entity, currently active identity of an
// individual with Multiple Personality Disorder, octopus overlord, or otherworldly entity),
// and Team Mongoose, for the enclosed, components.
//
// By reading this document and/or installing this product, you agree to be bound by the
// terms of this EULA.
//
// Team Mongoose owns all copyright, trade secret, trademark, trade wars,
// patent, portent, and potential rights to these components.  Team Mongoose
// grants you the right to deploy the enclosed components.
//
// If you agree to the terms of this EULA, a license to use these components is granted to you.
//
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//
// OTHER RIGHTS AND LIMITATONS
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// attempt to find hidden meanings between the lines of this EULA; unless, of course, you should
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#endregion

using System;

namespace Mongoose.Games.BfgRoster
{
    /// <summary>
    /// Represents a direct fire battery used for a specific <see cref="Armament"/> weapon.
    /// </summary>
    /// <remarks>
    /// A battery is used to mount some form of specific directed energy or projectile weapons
    /// system (usually lance decks or plasma/projectile cannons/mass accelerators/etc) in BFG. 
    /// A weapons battery can only be <see cref="HasFired">fired</see> once per <see cref="GameTurn"/>
    /// as part of the <see cref="ShootingPhase"/>.
    /// </remarks>
    public class WeaponsBattery : WeaponMount<Armament>
    {
        #region Fields

        private Boolean hasFired;

        #endregion
        
        #region Constructor

        /// <summary>
        /// Initializes a new instance of the <see cref="WeaponsBattery"/> class.
        /// </summary>
        /// <param name="fireArc">The weapons battery firing arc.</param>
        /// <param name="weapon">The <see cref="Armament"/> weapon system loaded in the bay.</param>
        /// <exception cref="ArgumentNullException"><paramref name="weapon"/> is null.</exception>
        public WeaponsBattery(Bearing fireArc, Armament weapon) : base(fireArc, weapon)
        {
        }

        #endregion

        #region Properties

        /// <summary>
        /// Indicates if the weapons battery has been fired.
        /// </summary>
        /// <remarks>Changes to this value will raise the <see cref="WeaponMount{T}.PropertyChanged"/> event.</remarks>
        /// <value>True if the weapon has fired; otherwise false.</value>
        public virtual Boolean HasFired
        {
            get { return this.hasFired; }
        }

        #endregion

        #region Methods

        /// <summary>
        /// Fires the weapons battery.
        /// </summary>
        /// <remarks>This method will set the <see cref="HasFired"/> property.</remarks>
        public virtual void Fire()
        {
            if (this.HasFired) return;

            this.hasFired = true;
            this.OnPropertyChanged("HasFired");
        }

        #endregion
    }
}
